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Effective Playtesting Feedback
Mike Compton
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Salt Lake City
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I am currently working through the process of playtesting a game design of mine that I've been developing for about 8 months. I've also helped playtest some other people's game designs. During that time, I've been struck over and over again with the reality that many people simply don't know how to properly give effective feedback. I am a member of the newly formed "Board Game Designers Club of Utah" and we had our second meeting just last night. In preparation for that meeting, I spent a lot of time preparing a handout on how to give effective feedback while playtesting a game. Essentially, that handout is this geeklist.

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Popular Tags: Playtest [+] game_design [+] Feedback [+] Prototype [+] Design [+] [View All]
1. Board Game: Test Drive [Average Rating:4.61 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Purpose

The purpose of playtesting and giving feedback is to answer certain fundamental questions about a game so that future improvements can occur. These questions include:

"How clear, consistent, and streamlined are the rules?"

"How interesting is the theme and how applicable is it to the rules?"

"How balanced are the mechanics (i.e. how fair is the game for each player)?"

"How clear and streamlined are the layout and procedures of the game?"

"How satisfying or unsatisfying is the overall length of the game?"

"How interesting are the decisions the game requires the players to make?"

"How fun is the game to play?"

"How can the game be improved?"

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2. Board Game: No Respect: Rodney Dangerfield's Game [Average Rating:4.74 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Attitude

Be kind but honest.

-You are not doing anyone a favor by telling them their game is better than it really is -but honest feedback doesn't have to be conveyed disrespectfully.

-Designers should welcome honest, intelligent, and respectful criticism as it will provide opportunities for discovering new ways to improve their game.

-Give compliments to designers on good aspects of their game.
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James Davis
Australia
Canberra
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can you give and 2 examples, one of a kind but honest response and a disrespectful response?
 
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  • Posted Fri Feb 23, 2007 8:46 am
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Mike Compton
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Quote:
can you give and 2 examples, one of a kind but honest response and a disrespectful response?


Sure.

Kind but honest: "I'm sorry but I don't find your game that fun to play."

Disrespectful: "Your game sucks."
 
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  • Posted Fri Feb 23, 2007 8:52 am
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James Davis
Australia
Canberra
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but they are both not helpful, if you give reasons both ways are valid.
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  • Posted Fri Feb 23, 2007 9:08 am
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Mike Compton
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Both responses communicate that the playtester isn't having fun playing the game and that's important to know. The reasons behind why the person isn't having fun might lead to improvements in the game or to a greater understanding about the type of audience that will not receive the game well. However, one response communicates this in a respectful way and the other in a very disrespectful way. Even if you think a game is terrible, there are nicer ways to say it.
 
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  • Posted Fri Feb 23, 2007 4:36 pm
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3. Board Game: Feeding Frenzy [Average Rating:5.62 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Extent

Keep feedback appropriate to the game's phase of design

-For example, don't be overly critical of the quality of components used in a game that is still in an early phase of design. The game will not have had much of a chance to take a solid shape yet. However, if a game is in a late stage of design, the components can and should be given more scrutiny.

Give other playtesters time to provide feedback

-Don't monopolize the discussion. Different minds have different perspectives and hearing a wider variety of perspectives tends to result in better overall feedback. Keep in mind that someone else might bring up something that you were going to bring up and might do so in a better or more insightful way than you would have done. Trust that the other playtesters have equally important feedback to offer, allow them the time to offer it, and refrain from interrupting others while they are giving their feedback.
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4. Board Game: Focus [Average Rating:6.59 Overall Rank:1311]
Mike Compton
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Salt Lake City
Utah
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Focus

Address the roots first, then the branches (if necessary)

-Prioritize feedback by discussion the most important issues first. Remember that a "Saturation Point" can occur where too much feedback "saturates" the group and/or the designer - resulting in fatigue with the process. Thus, it's important to discuss the more important issues before that point sets in.

-Actively look beneath the surface for more fundamental problems and direct attention there (don't un-inquisitively fixate on the surface symptoms of a potentially greater problem).
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Mike Compton
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Example of prioritizing feedback:

Discussing how the game has a potential runaway leader problem before getting into a discussion about how the wording on one of the cards needs to be changed a bit.


Example of actively looking beneath the surface and not fixating on surface symptoms:

"Hmm. I find Rule X to be a bit cumbersome. But, rather than tinker with Rule X, let's ask ourselves why Rule X is there in the first place...Well, it seems to me that it's an attempt at fixing a balance problem. So, rather than focus on Rule X, let's look at the places where a balance problem might be originating from in the game and see if we can't correct those first." In the discussion that follows, Rule X may eventually become completely unnecessary if other areas of the game are corrected. Thus, a lengthy discussion about tinkering with Rule X may appear productive but, by looking beneath the surface a bit, one may find that Rule X is merely a symptom of a deeper problem in the game that should be addressed first.
 
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  • Posted Fri Feb 23, 2007 9:05 am
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5. Board Game: Money Skills [Average Rating:6.00 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Skills and Methods

The entries that follow come under the general category of Skills and Methods
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6. Board Game: Claim [Average Rating:7.72 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Making Claims

-Making a claim about a game is not stating an opinion. It is making a statement and portraying that statement as a fact.

-Claims are made with the intent of proving some important fact about the game to the group and/or to the designer. Claims are usually followed by a debate with people taking a "side" on the issue. Ex "I claim that this rule is unfair".

-Claims are naturally confrontational and, as such, should not be made about arbitrary issues or about smaller aspects when a greater issue is involved. (Ex. "This scoring track is unclear" is a claim about a significant issue while "you should use a diamond instead of a circle on your scoring track" is a claim about an arbitrary issue and/or a smaller aspect of a greater issue.)

-Don't make a claim unless you are willing and able to support it with evidence (don't be rash and don't jump to conclusions). Ex "The wording on that card is unclear and my evidence is that I can justly construe a meaning from those words that the designer did not intend."
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7. Board Game: Starfleet Wars - Observer's Directory & Identification Manual [Average Rating:2.00 Unranked] [Average Rating:2.00 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Making Observations / Proposing Hypothesis

-Making an observation or proposing a hypothesis is making a statement about the game but from an admitted standpoint of uncertainty. Ex. "I think this rule might be unfair."

-Observations are made - not with the intent to prove anything - but for the purpose of instigating a discussion about an issue.

-Usually, people make the mistake of making claims when they really should be making observations.
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8. Board Game: Questionary [Average Rating:4.50 Unranked]
Mike Compton
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Salt Lake City
Utah
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Posing Questions

-Posing questions is a covert way of offering suggestions that is non-threatening and allows for a variety of responses. It also helps people remain open to newly presented ideas whereas making claims requires a more immediate response of acceptance or rejection (again, it requires people to take a "side" on the issue). Ex. "I'm wondering how the game might incorporate more player interaction and what that would do for the game's intrigue?" - is a more effective means of instigating change and keeping people open to considering potential changes than trying to introduce the same idea with a claim like "The game needs more player interaction".
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Jeff Warrender
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Averill Park
New York
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Disagree with this one. Making a suggestion in the form of a question is generally patronizing and can be pretty annoying. However, asking questions is a good thing to do -- "why did you include this particular mechanic?", or "what aspect of the theme do you feel is most important for the game to strongly evoke". Understanding the designer's goals for the game will help a playtester give better feedback because he can avoid suggestions that don't line up with what the designer is trying to achieve.

EDIT to add: It appears you've already thought of this, in "Asking questions" below.
 
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  • Edited Tue Jun 5, 2007 1:21 am
  • Posted Tue Jun 5, 2007 1:20 am
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9. Board Game: Possibility Thinkers Game [Average Rating:0.00 Unranked]
Mike Compton
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Making Suggestions

-Suggestions are usually made in the discussions that follow from claims, observations, or questions that are posed.

-Suggestions should be phrased as "possibilities" rather than as imperatives. This is because phrasing something as if it were a command makes people naturally defensive while phrasing something as a possibility takes away that unwelcome pressure of having to accept or reject it immediately. It also prevents the designer from feeling like you are trying to "take over" the design of their game. Ex. "One possibility you might consider is using a coloring scheme to make your cards clearer."

-It should be remembered that, often, there are several viable ways of accomplishing a task and, because of this, suggestions should not be phrased like claims. Bad example: "You need to use a coloring scheme."

-Remember that, often, playtesters will be making suggestions but will inadvertently phrase them imperatively as claims. Be patient with people if they do this because it's a common error.
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10. Board Game: 20 Questions [Average Rating:5.61 Overall Rank:5666]
Mike Compton
United States
Salt Lake City
Utah
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Asking Questions

-Asking questions involves actively asking the designer about the intent or the methodology behind some particular aspect of their game. Obviously this would not be a possibility if the situation were a blind playtest but, in non-blind playtesting situations where the designer is present, it's a very good idea for the following reasons:

1. Asking questions prevents the "Saturation Point" from occuring as quickly for the designer (an active, two-way dialogue is more interesting and involving than a passive, one-way monologue where someone is going on and on with their feedback).

2. Asking questions makes it much more likely that the designer will actually listen to your criticism because they will be listening to someone who has actively sought out and comprehended their position on the issue first. Otherwise, a designer might dismiss good feedback by telling themselves "this person just doesn't get it".

3. Asking questions can save time. Ex. "This information track is unclear. What solutions have you tried in the past to make this more clear?....Hmmm. Ok, well, you might try this as one possibility..." - versus - "This information track is unclear. Perhaps you could try (blah blah blah blah)....Oh, you've tried that already."
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L. Stitz
Germany
Lüneburg
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Let me ask you this question, then: "Don't you think the points 'Posing Questions' and 'Asking Question' are similar to the extreme?"
 
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  • Posted Fri Feb 23, 2007 3:27 pm
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Mike Compton
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Quote:
Let me ask you this question, then: "Don't you think the points 'Posing Questions' and 'Asking Question' are similar to the extreme?"


No.

Posing a Question is asking a general question to the group with the specific intent of encouraging discussion about a specific issue you would like to see thought through more clearly. For example, if I think there are too many procedures in the game (in other words, I think the game is "clunky"), then I might ask a question that encourages the other playtesters and the designer to think about whether the game is clunky or not: "How might the game be more fun if there were fewer procedures involved?" One poses a question in the interest of making a subtle point.

Asking a Question is when you genuinely want to know a specific piece of information - not just because you want to make a point. For example, "what was your reasoning behind including this particular mechanic in the game?"

 
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  • Posted Fri Feb 23, 2007 4:22 pm
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11. Board Game: Opinion - The Party Poll Game [Average Rating:8.00 Unranked]
Mike Compton
United States
Salt Lake City
Utah
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Expressing Opinions

-Opinions are not claims nor are they observations. They are statements concerning personal preference and, as such, are completely arbitrary. Ex. "I personally don't like how you've named these options".

-Because opinions are arbitrary, they should be qualified so that they aren't portrayed like claims. Ex "For me personally, I don't find your theme very interesting" instead of "Your theme isn't very interesting".

-Keep in mind that some people will not like your game regardless of how good it may actually be. This could be due to a number of reasons:

*Different preferences for theme

*Different preferences for the level of strategy involved / Different levels of comprehension (if you present a heavy strategy game to a person who prefers light party games, then you're probably going to get a bad reaction)

*Different preferences for the amount of luck involved in a game (if you present a very luck driven card game to a person who strongly prefers perfect information games, then you're probably going to get a bad reaction)

*Many other factors

-Because of the wide variety of preferences and personalities there are in the world, it is best to playtest your game with a diversity of people to see how different types of people respond to it.

-Because opinions are arbitrary, they should be taken with a "grain of salt". But, if you recognize patterns in the opinions you get from people - especially people who tend to fit the gaming demographic your game is intended for - then you might consider giving those opinions a little more weight in planning out future designs or versions of your game.
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12. Board Game: Perfection [Average Rating:4.13 Overall Rank:7711]
H.C. O'Neill
United States
Bethel
Connecticut
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Sometimes the most valuable data is someone saying "this is perfect, don't change it!"

When there's other design problems the tendency is to focus on what's WRONG, not what's right. And then while you're fixing what's wrong, you spoil the good part because no one told you that other section worked perfectly.

Sometimes the most valuable reports are the ones that say "this worked perfectly, it was clear and fun and caused us no problems." But getting those up front is rare, you usually only find out something was working perfectly after you've mucked it up and playtesters ask "wait, why did you change it!?"

Often if you're having a problem, one report that "X worked perfectly" can help you solve problems elsewhere as it can serve as an anchor.
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Mike Compton
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I agree that playtesters need to make mention of the aspects of the game that worked really well. It's easy to get caught up in what didn't work in the game while forgetting to mention what did work in the game. Providing compliments when they are genuinely deserved is valuable feedback to me.
 
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  • Posted Fri Feb 23, 2007 4:52 pm
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Dane Peacock
United States
Stansbury Park
Utah
That tickles
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Quote:
Sometimes the most valuable data is someone saying "this is perfect, don't change it!"


Alex, What are, 'phrases that have never been uttered at consimworld'? Ding! Ding! Ding!

This is an important point. Be able to recognize and relay when a design is just right and realize that it is not a knock against your brilliance that you were unable to come up with a super neat idea that improves the game way beyond that of the designer. Unfortunately, some designers react too quickly and do not recognize when a playtester is being honest and when a playtester is out to prove his genius. It causes designers to jump through hoops, often at the expense of the final game design.
 
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  • Posted Fri Feb 23, 2007 4:55 pm
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13. Board Game: Touch [Average Rating:4.00 Unranked]
H.C. O'Neill
United States
Bethel
Connecticut
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I touched it!

This seems like a bizarre thing, but sometimes knowing that every single piece of a game has been touched and played with is important. If you included a rule for an obscure and unlikely outcome, its important to know if someone actually ever encountered that situation. Otherwise you honestly don't know if the rule worked, or it just appears to work because no one has encountered it.

If you're working with CCG or even card games that just have massive decks, sometimes "I touched it!" is really important. Random shuffles may hide a card in a deck for dozens of tests and they just never draw it. It's in the deck... it just isn't actually getting touched.

Sometimes sleeper items like that turn out to be fine, or work in a fun and unexpected way when finally touched. Sometimes they explode like a nuke. I've seen both.

I work on Rage and we've switched to the initial draft cut on a set being made by the 'touch' factor. Cards that haven't been touched are first to face the ax... or being moved to the next set. It prevents sleeper time bombs.
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Mike Compton
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Hmm. Interesting measuring stick. I can see how this would be very helpful in the process of finding out which options in the game are impractical or perhaps just unnecessary. I can also see how this method would alert a designer to areas in the game that need to be streamlined (i.e. if that one component was only touched once in the game, perhaps it could be incorporated into another component so as to consolidate the total amount of components in the game) - thus keeping future production costs down and making it more likely that a potential publisher will consider publishing the game.
 
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  • Posted Fri Feb 23, 2007 4:44 pm
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H.C. O'Neill
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"I touched it" is most helpful in games with a large number of components or lots of optional components or rules. If nobody ever voluntarily uses an item, it probably means one of four things:
1. The item/optional rules are too complicated and are intimidating players
2. It's addressing a problem that YOU see but nobody else cares about. (sort of like an artist nitpicking at a tiny 'flaw' they see and nobody else cares a fig about)
3. It's fine, but how you wrote it/presented it makes it counterintuitive or difficult to grasp on a casual lookthrough, so people aren't seeing the possibilities.
4. It's boring/unfun and doesn't contribute enough strategy to overcome its unfunness.

Now, in games where you're using everything, and there's no optional parts, touch test won't be as important. However, it may still be important when you get to the actual "bits" stage. Everybody's familiar with Monopoly and someone yelling "I get the car!"
If if you're playing with less than maximum players, is there a token nobody ever voluntarily takes? If you've got a pig, goose, horse and a llama as tokens and nobody ever takes llama, maybe its time to ditch llama in favor of cow.

Ditto is you've got a complex "role" for each player, where they each have special powers. If there's one nobody ever takes voluntarily, but they're not saying its broken/underpowered, it may be its just not fun. Sometimes simply renaming the role and giving it a new depiction may be all it needs to make that fun. Afterall, would you rather play the Hired Guns or the A-Team? (I date myself, I know) Or for that matter the Ninja Death Squad? Same role, different picture and name may suddenly make that the one people go "I call the A-Team! I want to be the A-Team!" instead of passing it over for more 'fun' items.
 
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  • Posted Fri Feb 23, 2007 9:27 pm
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14. Board Game: P.U. The Guessing Game of Smells [Average Rating:3.83 Unranked]
Martin
United States
Bainbridge Island
Washington
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Brutal Honesty

Let's face it, a lot of games that get made should not have been. (And I've sold some of them.) When I look at a game like Globopolis, I wonder why no one said, "Your game stinks, dude." No amount of nicely phrased, sensitive, well-intentioned feedback is going to make it a good game. Yes, easy to say and hard to do, but you'll be saving shmucks like me who actually bought Globopolis.
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Matt D
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I couldn't disagree more.

There is no faster way to get ignored than to tell someone that their baby is ugly. Doesn't matter how many people say it, a mother will think their baby is gorgeous. See also http://en.wikipedia.org/wiki/Confirmation_bias

In my experience as part of a game design group I've found that if you want to help prevent badly made games from getting out in the world the best way is to engage respectfully.

The list above is a great summary!
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  • Posted Mon Jan 25, 2010 3:38 am
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Tom Thingamagummy
United States
Oakland
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This is great information. The few games I've play tested for my friend, I really had to understand why that was. Usually, I don't know the finer points of a game, but when a designer can explain why something works a particular way or is necessary.. it helps me tailor my feedback.
 
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  • Posted Fri Feb 23, 2007 5:38 pm
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Alf Seegert
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Wow--an exceedingly clear and insightful guide. THANK YOU!
 
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  • Posted Fri Feb 23, 2007 9:15 pm
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Jeff Warrender
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Great list, a must-read for designers and playtesters. The point about prioritizing is particularly important, and something I particularly fail at -- you want to get all these thoughts out of your head as quickly as possible, but putting them in a logical order will prevent the really important ones from getting lost in a sea of nitpicks and minutiae.

 
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  • Posted Tue Jun 5, 2007 1:24 am
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